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Port PhysicsStressTest to Lua.

Aster Jian 12 years ago
parent
commit
556d03a14c

+ 265 - 0
Bin/Data/LuaScripts/12_PhysicsStressTest.lua

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+-- Physics stress test example.
+-- This sample demonstrates:
+--     - Physics and rendering performance with a high (1000) moving object count;
+--     - Using triangle meshes for collision;
+--     - Optimizing physics simulation by leaving out collision event signaling;
+
+require "LuaScripts/Utilities/Sample"
+
+local scene_ = nil
+local cameraNode
+local yaw = 0.0
+local pitch = 0.0
+local drawDebug = false
+
+local context = GetContext()
+
+local cache = GetCache()
+local fileSystem = GetFileSystem()
+local input = GetInput()
+local renderer = GetRenderer()
+local ui = GetUI()
+
+function Start()
+    -- Execute the common startup for samples
+    SampleStart()
+
+    -- Create the scene content
+    CreateScene()
+
+    -- Create the UI content
+    CreateInstructions()
+
+    -- Setup the viewport for displaying the scene
+    SetupViewport()
+
+    -- Hook up to the frame update and render post-update events
+    SubscribeToEvents()
+end
+
+function Stop()
+end
+
+function CreateScene()
+    scene_ = Scene(context)
+
+    -- Create octree, use default volume (-1000, -1000, -1000) to (1000, 1000, 1000)
+    -- Create a physics simulation world with default parameters, which will update at 60ps. Like the Octree must
+    -- exist before creating drawable components, the PhysicsWorld must exist before creating physics components.
+    -- Finally, create a DebugRenderer component so that we can draw physics debug geometry
+    scene_:CreateComponent("Octree")
+    scene_:CreateComponent("PhysicsWorld")
+    scene_:CreateComponent("DebugRenderer")
+    
+    -- Create a Zone component for ambient lighting & fog control
+    local zoneNode = scene_:CreateChild("Zone")
+    local zone = zoneNode:CreateComponent("Zone")
+    zone.boundingBox = BoundingBox(-1000.0, 1000.0)
+    zone.ambientColor = Color(0.15, 0.15, 0.15)
+    zone.fogColor = Color(0.5, 0.5, 0.7)
+    zone.fogStart = 100.0
+    zone.fogEnd = 300.0
+    
+    -- Create a directional light to the world. Enable cascaded shadows on it
+    local lightNode = scene_:CreateChild("DirectionalLight")
+    lightNode.direction = Vector3(0.6, -1.0, 0.8)
+    local light = lightNode:CreateComponent("Light")
+    light.lightType = LIGHT_DIRECTIONAL
+    light.castShadows = true
+    light.shadowBias = BiasParameters(0.0001, 0.5)
+    -- Set cascade splits at 10, 50 and 200 world units, fade shadows out at 80% of maximum shadow distance
+    light.shadowCascade = CascadeParameters(10.0, 50.0, 200.0, 0.0, 0.8)
+
+    
+    if true then
+        -- Create a floor object, 500 x 500 world units. Adjust position so that the ground is at zero Y
+        local floorNode = scene_:CreateChild("Floor")
+        floorNode.position = Vector3(0.0, -0.5, 0.0)
+        floorNode.scale = Vector3(500.0, 1.0, 500.0)
+        local floorObject = floorNode:CreateComponent("StaticModel")
+        floorObject.model = cache:GetResource("Model", "Models/Box.mdl")
+        floorObject.material = cache:GetResource("Material", "Materials/StoneTiled.xml")
+
+        -- Make the floor physical by adding RigidBody and CollisionShape components
+        local body = floorNode:CreateComponent("RigidBody")
+        local shape = floorNode:CreateComponent("CollisionShape")
+        -- Set a box shape of size 1 x 1 x 1 for collision. The shape will be scaled with the scene node scale, so the
+        -- rendering and physics representation sizes should match (the box model is also 1 x 1 x 1.)
+        shape:SetBox(Vector3(1.0, 1.0, 1.0))
+    end
+
+    -- Create static mushrooms with triangle mesh collision
+    local NUM_MUSHROOMS = 50
+    for i = 1, NUM_MUSHROOMS do
+        local mushroomNode = scene_:CreateChild("Mushroom")
+        mushroomNode.position = Vector3(Random(400.0) - 200.0, 0.0, Random(400.0) - 200.0)
+        mushroomNode.rotation = Quaternion(0.0, Random(360.0), 0.0)
+        mushroomNode:SetScale(5.0 + Random(5.0))
+        local mushroomObject = mushroomNode:CreateComponent("StaticModel")
+        mushroomObject.model = cache:GetResource("Model", "Models/Mushroom.mdl")
+        mushroomObject.material = cache:GetResource("Material", "Materials/Mushroom.xml")
+        mushroomObject.castShadows = true
+
+        local body = mushroomNode:CreateComponent("RigidBody")
+        local shape = mushroomNode:CreateComponent("CollisionShape")
+        -- By default the highest LOD level will be used, the LOD level can be passed as an optional parameter
+        shape:SetTriangleMesh(mushroomObject.model)
+    end
+    
+    -- Create a large amount of falling physics objects
+    local NUM_OBJECTS = 1000
+    for i = 1, NUM_OBJECTS do
+        local boxNode = scene_:CreateChild("Box")
+        boxNode.position = Vector3(0.0, i * 2.0 + 100.0, 0.0)
+        local boxObject = boxNode:CreateComponent("StaticModel")
+        boxObject.model = cache:GetResource("Model", "Models/Box.mdl")
+        boxObject.material = cache:GetResource("Material", "Materials/StoneSmall.xml")
+        boxObject.castShadows = true
+
+        -- Give the RigidBody mass to make it movable and also adjust friction
+        local body = boxNode:CreateComponent("RigidBody")
+        body.mass = 1.0
+        body.friction = 1.0
+        -- Disable collision event signaling to reduce CPU load of the physics simulation
+        body.collisionEventMode = COLLISION_NEVER
+        local shape = boxNode:CreateComponent("CollisionShape")
+        shape:SetBox(Vector3(1.0, 1.0, 1.0))
+    end
+    
+    -- Create the camera. Limit far clip distance to match the fog. Note: now we actually create the camera node outside
+    -- the scene, because we want it to be unaffected by scene load/save
+    cameraNode = Node(context)
+    local camera = cameraNode:CreateComponent("Camera")
+    camera.farClip = 300.0
+
+    -- Set an initial position for the camera scene node above the floor
+    cameraNode.position = Vector3(0.0, 3.0, -20.0)
+end
+
+function CreateInstructions()
+    -- Construct new Text object, set string to display and font to use
+    local instructionText = ui.root:CreateChild("Text")
+    instructionText:SetText("Use WASD keys and mouse to move\n"..
+        "LMB to spawn physics objects\n"..
+        "F5 to save scene, F7 to load\n"..
+        "Space to toggle physics debug geometry")
+    instructionText:SetFont(cache:GetResource("Font", "Fonts/Anonymous Pro.ttf"), 15)
+    -- The text has multiple rows. Center them in relation to each other
+    instructionText.textAlignment = HA_CENTER
+
+    -- Position the text relative to the screen center
+    instructionText.horizontalAlignment = HA_CENTER
+    instructionText.verticalAlignment = VA_CENTER
+    instructionText:SetPosition(0, ui.root.height / 4)
+end
+
+function SetupViewport()
+    -- Set up a viewport to the Renderer subsystem so that the 3D scene can be seen
+    local viewport = Viewport:new(context, scene_, cameraNode:GetComponent("Camera"))
+    renderer:SetViewport(0, viewport)
+end
+
+function SubscribeToEvents()
+    -- Subscribe HandleUpdate() function for processing update events
+    SubscribeToEvent("Update", "HandleUpdate")
+
+    -- Subscribe HandlePostRenderUpdate() function for processing the post-render update event, during which we request
+    -- debug geometry
+    SubscribeToEvent("PostRenderUpdate", "HandlePostRenderUpdate")
+end
+
+function MoveCamera(timeStep)
+    -- Do not move if the UI has a focused element (the console)
+    if ui.focusElement ~= nil then
+        return
+    end
+
+    -- Movement speed as world units per second
+    local MOVE_SPEED = 20.0
+    -- Mouse sensitivity as degrees per pixel
+    local MOUSE_SENSITIVITY = 0.1
+
+    -- Use this frame's mouse motion to adjust camera node yaw and pitch. Clamp the pitch between -90 and 90 degrees
+    local mouseMove = input.mouseMove
+    yaw = yaw + MOUSE_SENSITIVITY * mouseMove.x
+    pitch = pitch  +MOUSE_SENSITIVITY * mouseMove.y
+    pitch = Clamp(pitch, -90.0, 90.0)
+
+    -- Construct new orientation for the camera scene node from yaw and pitch. Roll is fixed to zero
+    cameraNode.rotation = Quaternion(pitch, yaw, 0.0)
+
+    -- Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
+    if input:GetKeyDown(KEY_W) then
+        cameraNode:TranslateRelative(Vector3(0.0, 0.0, 1.0) * MOVE_SPEED * timeStep)
+    end
+    if input:GetKeyDown(KEY_S) then
+        cameraNode:TranslateRelative(Vector3(0.0, 0.0, -1.0) * MOVE_SPEED * timeStep)
+    end
+    if input:GetKeyDown(KEY_A) then
+        cameraNode:TranslateRelative(Vector3(-1.0, 0.0, 0.0) * MOVE_SPEED * timeStep)
+    end
+    if input:GetKeyDown(KEY_D) then
+        cameraNode:TranslateRelative(Vector3(1.0, 0.0, 0.0) * MOVE_SPEED * timeStep)
+    end
+    
+    -- "Shoot" a physics object with left mousebutton
+    if input:GetMouseButtonPress(MOUSEB_LEFT) then
+        SpawnObject()
+    end
+    
+    -- Check for loading/saving the scene. Save the scene to the file Data/Scenes/Physics.xml relative to the executable
+    -- directory
+    if input:GetKeyPress(KEY_F5) then
+        -- local saveFile = File(context, fileSystem:GetProgramDir():CString().."Data/Scenes/PhysicsStressTest.xml", FILE_WRITE)
+        -- scene_:SaveXML(saveFile)
+    end
+    if input:GetKeyPress(KEY_F7) then
+        -- local loadFile = File(context, fileSystem:GetProgramDir():CString().."Data/Scenes/PhysicsStressTest.xml", FILE_READ)
+        -- scene_:LoadXML(loadFile)
+    end
+
+    -- Toggle debug geometry with space
+    if input:GetKeyPress(KEY_SPACE) then
+        drawDebug = not drawDebug
+    end
+end
+
+function SpawnObject()
+    -- Create a smaller box at camera position
+    local boxNode = scene_:CreateChild("SmallBox")
+    boxNode.position = cameraNode.position
+    boxNode.rotation = cameraNode.rotation
+    boxNode:SetScale(0.25)
+    local boxObject = boxNode:CreateComponent("StaticModel")
+    boxObject.model = cache:GetResource("Model", "Models/Box.mdl")
+    boxObject.material = cache:GetResource("Material", "Materials/StoneEnvMapSmall.xml")
+    boxObject.castShadows = true
+
+    -- Create physics components, use a smaller mass also
+    local body = boxNode:CreateComponent("RigidBody")
+    body.mass = 0.25
+    body.friction = 0.75
+    local shape = boxNode:CreateComponent("CollisionShape")
+    shape:SetBox(Vector3(1.0, 1.0, 1.0))
+
+    local OBJECT_VELOCITY = 10.0
+
+    -- Set initial velocity for the RigidBody based on camera forward vector. Add also a slight up component
+    -- to overcome gravity better
+    body.linearVelocity = cameraNode.rotation * Vector3(0.0, 0.25, 1.0) * OBJECT_VELOCITY
+end
+
+function HandleUpdate(eventType, eventData)
+    -- Take the frame time step, which is stored as a float
+    local timeStep = eventData:GetFloat("TimeStep")
+
+    -- Move the camera, scale movement with time step
+    MoveCamera(timeStep)
+end
+
+function HandlePostRenderUpdate(eventType, eventData)
+    -- If draw debug mode is enabled, draw physics debug geometry. Use depth test to make the result easier to interpret
+    if drawDebug then
+        scene_:GetComponent("PhysicsWorld"):DrawDebugGeometry(scene_:GetComponent("DebugRenderer"), true)
+    end
+end

+ 2 - 2
Bin/Data/LuaScripts/14_SoundEffects.lua

@@ -1,7 +1,7 @@
 -- Sound effects example
 -- Sound effects example
 -- This sample demonstrates:
 -- This sample demonstrates:
---     - Playing sound effects and music
---     - Controlling sound and music master volume
+--     - Playing sound effects and music;
+--     - Controlling sound and music master volume;
 
 
 require "LuaScripts/Utilities/Sample"
 require "LuaScripts/Utilities/Sample"